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502905657Analyzed
4v4 RM · 11d ago on Aug 29, 2026· 32m 15s· 8 players
Game mode
Random Map
Map size
Large (8 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇬🇧 Inca · United Kingdom
1147
+15
🇪🇪 Teutons · Estonia
1124
+16
🇸🇪 Hindustanis · Sweden
1119
+16
🇫🇷 Cumans · France
1117
+16
🇨🇱 Japanese · Chile
1157
-17
🇺🇸 Khitans · United States
1126
-16
🇨🇱 Lithuanians · Chile
1123
-16
1073
-14
Player eAPM Actions Feudal Castle Imperial Opening
38 1,219 10:12 21:28 ⚔ Scouts into Archers into Skirms
37 1,206 11:19 16:31 ⛏ Fast Castle
27 859 9:20 22:38 ⛏ Fast Castle
25 822 9:58 20:39 ⚔ Scout Rush
22 718 10:34 15:08 ⛏ Fast Castle
21 693 10:22 15:20 ⛏ Fast Castle
16 502 11:00 16:32 ⛏ Fast Castle
14 439 11:42 26:16

Resources

Player Food Wood Gold Stone Spent Collected
11,250 7,570 3,975 850 23,645 25,361
10,635 8,395 4,100 300 23,430 25,388
11,040 7,573 2,665 400 21,678 24,274
10,560 6,025 2,410 950 19,945 24,185
9,260 6,930 1,980 200 18,370 19,523
9,820 4,010 2,670 0 16,500 18,785
7,325 3,195 1,700 750 12,970 13,591
2,840 3,000 420 100 6,360 6,517
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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